|
Headband flag is ticked
|
# ? Jan 13, 2014 22:09 |
|
|
# ? May 27, 2024 08:16 |
|
Capn Beeb posted:Headband flag is ticked Is there any other mod in your loadorder that's overriding the edits the T49XV-PN-patch makes to those FormID lists I mentioned? Also is "Ehanced Vision" enabled in PN's MCM? If it is, do PN's vision modes work at all for you? Try testing one of the vanilla armours PN adds it to, like the Riot Gear helmet or something. Raygereio fucked around with this message at 23:38 on Jan 13, 2014 |
# ? Jan 13, 2014 23:26 |
|
Anyone have a clue how Cirosan's mod interacts with JSawyer exactly? To be more specific: 1. How does the DR component interact with the fact that JSawyer added DR as a stat to multiple armors? Do you get the DR from the armor + the DR from Cirosan's mod? Wouldn't that end in having your character have too much DR? Or does Cirosan's remove any DR stat from all the armors of the game? 2. The CCO – GC JSawyer Patch adds a trinket to your inventory that lets you choose between what mod affects what, between JSawyer and Cirosan's, but only a few options are presented. Namely, i don't want Cirosan's changes to VATS, how Tag skills works and how NPC's health grows but i don't seem to be able to choose not to have said changes when i use the trinket, is it just my installation of CCO that does this or are you literally stuck with said features from the get-go if you install CCO?
|
# ? Jan 14, 2014 18:11 |
|
Huh. Well, now I'm having some weirdness. I was having some difficulty with some of the GRA ammo, where my grenade rifle couldn't load 40mm Plasma grenades, eventually I found 12 gauge shotguns won't load dragons breath rounds... And having reloaded my game today, my shotgun won't load any of the rounds I'm carrying except for buckshot. Flechette rounds, dart rounds, nothing. Not even the 4/0 Buckshot that definitely left all those legless Fiends outside Vault 3 before I quit last night.
|
# ? Jan 14, 2014 23:51 |
|
warrencanadian posted:Huh. Well, now I'm having some weirdness. I was having some difficulty with some of the GRA ammo, where my grenade rifle couldn't load 40mm Plasma grenades, eventually I found 12 gauge shotguns won't load dragons breath rounds... And having reloaded my game today, my shotgun won't load any of the rounds I'm carrying except for buckshot. Flechette rounds, dart rounds, nothing. Not even the 4/0 Buckshot that definitely left all those legless Fiends outside Vault 3 before I quit last night. Paracelsus fucked around with this message at 00:08 on Jan 15, 2014 |
# ? Jan 15, 2014 00:05 |
|
Capn Beeb posted:Technically 7.5x55 uses a .308 bullet so But yes you can change that in the geck, load it up with the mod you wanna change set to active, then find it in the weapons tree, double click it, then: I can't get anything to show up and I set the mod to active? Can I also remove a master mod from it since I'm not going to be using Caliber?
|
# ? Jan 15, 2014 00:36 |
|
Paracelsus posted:Are you sure it's the exact same shotgun that had previously used the 4/0? Gun versions from the base game don't load GRA ammo types. I once managed to cause myself some trouble by taking a hunting shotgun to Zion and turning a bunch of my ammo into 4/0 that I couldn't use. Also it turns out that 4/0 shells are inferior to standard shells because they lack the 1.2x damage modifier the standard ones have. I've toyed around a bit more, and yeah, it seems to be a conflict between GRA and The Armory's alternate armor system. If I turn it on, the Mercenary Grenade Rifle for instance won't load plasma grenades, but it will with the alternate armor system turned off.
|
# ? Jan 15, 2014 03:34 |
|
uaciaut posted:Anyone have a clue how Cirosan's mod interacts with JSawyer exactly? To be more specific: Never used the DR module so I can't answer on that, but yeah, the JSawyer/Cirosan compatibility module only lets you choose between JSawyer and CCO values, it doesn't let you select to revert to vanilla for some of CCO changes. EDIT: Note, however, that you don't have to use every CCO module, you could just roll with the edited perks and jsawyer for example, and place CCO under jsawyer or above it depending on which changes you want to take precedence.
|
# ? Jan 15, 2014 09:14 |
|
Fair Bear Maiden posted:Never used the DR module so I can't answer on that, but yeah, the JSawyer/Cirosan compatibility module only lets you choose between JSawyer and CCO values, it doesn't let you select to revert to vanilla for some of CCO changes. Ye i know, problem is i really like some of CCO's changes conceptually (like how it turns perception into a non-poo poo stat post 6), but i don't like how if affects vats in particular, since vats was designed to work well with unarmed for example and now if you want an unarmed focused char you have to invest more perks into it, and with JSawyer's level limit being set to 35 you're really starving for perks as it is. Same goes for other perk changes that split some old perks into multiple ranks. Thanks for the answer though.
|
# ? Jan 15, 2014 10:56 |
|
uaciaut posted:Ye i know, problem is i really like some of CCO's changes conceptually (like how it turns perception into a non-poo poo stat post 6), but i don't like how if affects vats in particular, since vats was designed to work well with unarmed for example and now if you want an unarmed focused char you have to invest more perks into it, and with JSawyer's level limit being set to 35 you're really starving for perks as it is. Same goes for other perk changes that split some old perks into multiple ranks. As long as we're talking just about value changes, they shouldn't be difficult to revert to vanilla via FNVEdit, anyway. I've never done perk editing with FNVEdit, so I don't know how difficult it would be to remove the new broken-up perks and re-add the old vanilla ones, but it's definitely in the realm of possibilities. Changes applied via script would be a bit of a pain, but it doesn't look like you need to touch up those.
|
# ? Jan 15, 2014 11:17 |
|
Fair Bear Maiden posted:As long as we're talking just about value changes, they shouldn't be difficult to revert to vanilla via FNVEdit, anyway. I've never done perk editing with FNVEdit, so I don't know how difficult it would be to remove the new broken-up perks and re-add the old vanilla ones, but it's definitely in the realm of possibilities. Changes applied via script would be a bit of a pain, but it doesn't look like you need to touch up those. Editing CCO (at least the perks) via FNVedit is fairly simple and shouldn't pose a problem if you know how to use FNVEdit.
|
# ? Jan 15, 2014 11:30 |
|
Also, to any other person who has used CCO, i wanted to ask if i can use the Old World Blues auto-doc to give myself gifted to replace fear the reaper when i'm at max level, bypassing the downside of gifted and removing the negative aspect of fear the reaper.
|
# ? Jan 15, 2014 17:18 |
|
I think Robco Certified may just be the best New Vegas mod. It's so well done and thought out. It also makes it somewhat viable to not focus on combat skills that much, as you can have a robot army to do your bidding. Just built a Securitron in OWB and upgraded him to Mk II. Now it's me and my giant robot buddy reclaiming science for ourselves.
|
# ? Jan 16, 2014 13:40 |
|
Ddraig posted:I think Robco Certified may just be the best New Vegas mod. It's so well done and thought out. It also makes it somewhat viable to not focus on combat skills that much, as you can have a robot army to do your bidding. I loved RobCo Certified so much that the first Skyrim mod I installed was Dwemer Certified.
|
# ? Jan 16, 2014 16:09 |
|
Robco Certified, The New Bison Steve, and the Someguy Series (Bounties 1&2 and the Inheritance - which is now abandoned, seemingly) are all so good they make a lot of the vanilla game seem rather flat in comparison. One of the things that - as many others have pointed out - is somewhat silly about the last two Fallout games is the lack of any kind of constructive effort on the part of the wastelanders. Even the people who run the Vicki and Vance and other spots are just like, "Yeah, sure, leave that huge rear end pile of rubble over in the back with a safe stuck in it. Looks great." Or Goodsprings - Oh, our biggest and most robustly constructed building? We don't use it at all, it's full of bugs. With these, there is much more of a sense of people actually -trying- to do something with the Mojave besides squatting on inexplicably operable 200 year old buildings. Hell, the guy in the Bison Steve mod is pretty much the only non-hapless quest-placeholder besides Mr. House in the whole game. Everybody else is just like "oh golly these three dozen idiot drug addicts/death metal larpers/ANTS sure are tough to deal with, hope some faceless warrior shows up." Incidentally, by the end of my last play-through I'd accumulated so many robot henchmen that Primm became a sort of robot museum/resort/fortress. Very satisfying to watch mercenary hit squads spawn as I left town, only to watch them be torn apart by a parking lot full of scavenged protectrons when I kited them back inside city limits. It actually made it feel like the Courier was a legitimately influential individual, aside from being the usual protagonist demigod stuff. Does anyone know of any mods aside from Increased Wasteland Spawns and the Freeside/New Vegas Open mods that up the population of the rest of the wasteland? I realize it's silly, but I'm pretty sure there's only about 100 total NCR npcs walking around at any given time, and less still of Legion. It's like "oh these two great forces clashing" but even a low level character can literally kill every single member of both factions in less time than it takes to finish the DLCs.
|
# ? Jan 16, 2014 20:27 |
|
There's the factions reloaded series, which should probably be more popular than they are. He's basically taken a few factions that he feels are underrepresented in the Wasteland in general and adds new content for them. There's The Followers of the Apocalypse which gives the Followers a larger presence in the Wasteland, since it seems odd these guys who are supposed to be heroes to the downtrodden would only have a little camp in the middle of Freeside. This adds a new town, called New Dayglow, and adds more Follower missions in the Wasteland as a whole. Comes with dubiously voiced characters and some new quests. There's also The Legion Reloaded and one for the Raiders aswell. I think my favorite one is the Mojave Reloaded, which doesn't really focus on a specific faction but adds a bit more life to the Wasteland in general. You get Powder Gangers closer to the Hidden Valley, more Legion at Cottonwood Cove, battles between Nelson/Forlorn Hope etc and adds a bit more logical consistency to things (so if you clear out Quarry Junction, prospectors/miners will spawn there etc.)
|
# ? Jan 16, 2014 20:36 |
|
Fasdar posted:Robco Certified, The New Bison Steve, and the Someguy Series (Bounties 1&2 and the Inheritance - which is now abandoned, seemingly) are all so good they make a lot of the vanilla game seem rather flat in comparison. One of the things that - as many others have pointed out - is somewhat silly about the last two Fallout games is the lack of any kind of constructive effort on the part of the wastelanders. Even the people who run the Vicki and Vance and other spots are just like, "Yeah, sure, leave that huge rear end pile of rubble over in the back with a safe stuck in it. Looks great." Or Goodsprings - Oh, our biggest and most robustly constructed building? We don't use it at all, it's full of bugs. With these, there is much more of a sense of people actually -trying- to do something with the Mojave besides squatting on inexplicably operable 200 year old buildings. Hell, the guy in the Bison Steve mod is pretty much the only non-hapless quest-placeholder besides Mr. House in the whole game. Everybody else is just like "oh golly these three dozen idiot drug addicts/death metal larpers/ANTS sure are tough to deal with, hope some faceless warrior shows up."
|
# ? Jan 16, 2014 21:12 |
|
You know, I played through the vanilla game and can't remember ever having problems with either money or stat/skill points. Maybe I was being a little too thorough at the start, but I never really felt 'challenged' after Come Fly With Me. Not with 5.56 ammo being so cheap, Fiends with plasma rifles so common, and Ratslayer so awesome. Once OWB is doable, all these things become even more of a moot point. While I'll agree that Bison Steve has some unnecessary balance issues, the way you get to build up your own little mini-Vegas as you progress in the game is too nice (and useful, due to the houses you get) to wholly discount it for me.
|
# ? Jan 16, 2014 22:40 |
|
I'm using the Fook/Project Nevada Convergence mod, which also has a compatibility patch for Jsawyer, and it makes it almost an entirely new game. Jsawyer's and Project Nevada's changes to the health system stack so basically your health is entirely based on your endurance level and doesn't really increase when you level. If you want to be more health, you need to actually increase your endurance somehow. Cass becomes one of the more useful companions as a result as with Whiskey Rose you can down alcohol with no downsides, gain a few points of endurance that way, and kick rear end. It also makes armor very important. Damage resistance/damage threshold are hugely important, as even the most basic enemies will hit hard and can kill you very, very easily, even at higher levels.
|
# ? Jan 16, 2014 22:57 |
Fasdar posted:You know, I played through the vanilla game and can't remember ever having problems with either money or stat/skill points. Maybe I was being a little too thorough at the start, but I never really felt 'challenged' after Come Fly With Me. Not with 5.56 ammo being so cheap, Fiends with plasma rifles so common, and Ratslayer so awesome. Once OWB is doable, all these things become even more of a moot point. While I'll agree that Bison Steve has some unnecessary balance issues, the way you get to build up your own little mini-Vegas as you progress in the game is too nice (and useful, due to the houses you get) to wholly discount it for me. Yeah, even for people who are playing the vanilla game casually, there isn't much of an issue getting hold of experience, skill points, consumables, ammo, and cash--this is especially true with the DLC, where you have another 20 levels of experience to allocate. Obsidian made a point to demonstrate that industries are starting back up, people are farming, merchants are selling wares, etc. which help explain the availability of items. This certainly isn't a "The Road" wasteland of bullet-counting and subsistence living, this is the world rebuilding itself. So a lot of mods just magnify the abundance that is already there. That's why I try to counterbalance the DLC and mods by making loot more rare, cash less common, XP gain a little slower, etc. It doesn't necessarily mesh with the setting Obsidian aimed for, but it helps the gameplay a lot (in my opinion).
|
|
# ? Jan 17, 2014 00:24 |
|
Yeah, that's a pretty good point. With all the DLC I think next time I'm going to run with a mod which just lowers XP gain. I don't mind becoming a Wasteland Death God, but I'd rather not do it before I finish Honest Hearts. I use PN, but not PN rebalance - would installing that and flagging off all the changes except XP gain slowdown be the easiest way to do it, or what? Psion fucked around with this message at 02:00 on Jan 17, 2014 |
# ? Jan 17, 2014 01:58 |
|
Psion posted:Yeah, that's a pretty good point. With all the DLC I think next time I'm going to run with a mod which just lowers XP gain. I don't mind becoming a Wasteland Death God, but I'd rather not do it before I finish Honest Hearts.
|
# ? Jan 17, 2014 03:34 |
|
Hi-res Clothing was updated.
|
# ? Jan 17, 2014 07:21 |
|
There's also the "Extra Options" version of Project Nevada which not many people know about (I didn't know it existed for a while) which adds even more customization to it. Project Nevada adds in a ton of customization. You can pretty much tweak the game to exactly how you want it.
|
# ? Jan 17, 2014 08:47 |
|
After a few years of not playing (or maybe a little bit less), I'm reinstalling New Vegas and going around my usual mods, adding a few new ones and, y'know, the usual. What I'm wondering is if Nevada Skies is still the go-to mod for weather changes? I used it in my last playthrough, while it was still being actively updated, and with each update I seemed to like it less and less. Should I opt for Western Sky instead? Visual looks will only matter if the combination of Imaginator, Cinematech and Dynavision I'm putting in won't nullify it. Edit: Or Project Reality, perhaps? I'm not really asking about graphical differences (though they matter, obviously), I'm asking more about general quality in gameplay, I suppose. Nycticeius fucked around with this message at 17:31 on Jan 17, 2014 |
# ? Jan 17, 2014 17:06 |
|
Project Reality was good but gave me some annoying performance issues. I also think the New Vegas version is kind of outdated, since he moved on to Fallout 3 and then Skyrim. If you want something along the lines of Nevada Skies, you should give a try to URWLNV from the OP, it's got a lot of swell-looking sky boxes and the lighting isn't half-bad either.
|
# ? Jan 17, 2014 19:59 |
|
I use this Doesn't actually change the weather, it just does what Fellout used to do and removes the filters, giving everything a natural colour instead of it being pink/orange. It also has a version that reapplys the green filter to various areas for stylistic reasons. Very low impact.
|
# ? Jan 17, 2014 20:11 |
|
Holy poo poo if you guys ever wanted to be a weird gothic cowboy then might I recommend SSS Ultimate OI Western UI Overhaul? Some of the sounds are hit and miss, but god if I didn't download it just for the success sound. Get this is you're tired of hearing the same blips and chips in vanilla.
|
# ? Jan 17, 2014 20:31 |
|
Nycticeius posted:What I'm wondering is if Nevada Skies is still the go-to mod for weather changes? I used it in my last playthrough, while it was still being actively updated, and with each update I seemed to like it less and less. Should I opt for Western Sky instead?
|
# ? Jan 17, 2014 22:11 |
|
Has anyone used the GECK's built-in Version Control to merge or develop mods rather than FNVEdit? It seems more stable, though I don't know if it has a master limitation like the Skyrim Creation Kit's version does.
|
# ? Jan 17, 2014 22:28 |
|
Ddraig posted:I use this Fair Bear Maiden posted:Project Reality was good but gave me some annoying performance issues. I also think the New Vegas version is kind of outdated, since he moved on to Fallout 3 and then Skyrim. If you want something along the lines of Nevada Skies, you should give a try to URWLNV from the OP, it's got a lot of swell-looking sky boxes and the lighting isn't half-bad either. Paracelsus posted:Western Skies is also a mood setting for Nevada Skies if what you really want is the skyboxes. I found the standalone WS was bad for stability, and also prone to the skybox getting off-kilter and staying that way until you quit the game. Yeah, I'm mainly interested in the skyboxes/weather... I've seen that Nevada Skies has been updated recently too, so maybe it's better now. I'll give it a go. Thanks everyone!
|
# ? Jan 18, 2014 00:53 |
|
Is the OP relatively up to date? I'm looking to use some texture mods but I've never used them for New Vegas before and don't know what the go-to mods are.
|
# ? Jan 18, 2014 01:30 |
|
This is the go to place for popular mods: http://www.nexusmods.com/newvegas/mods/top/ The best one is #3 and the large version is 3 GB.
|
# ? Jan 18, 2014 01:37 |
|
Griffon posted:This is the go to place for popular mods: http://www.nexusmods.com/newvegas/mods/top/ The best one is #3 and the large version is 3 GB.
|
# ? Jan 18, 2014 01:48 |
|
Dr Snofeld posted:Is the OP relatively up to date? I'm looking to use some texture mods but I've never used them for New Vegas before and don't know what the go-to mods are. Yes, CoP just updated it like three weeks ago. It's still good.
|
# ? Jan 18, 2014 01:49 |
|
Has anyone using CCO and JSawyer had problems with how Skill Points per level are gained? To be more exact my CURRENT Int seems to be affecting how many skill points i get per level which i know is a bug (i.e. if i drink a beer before leveling up i get fewer SP, if i take mentants i get more).
|
# ? Jan 18, 2014 09:23 |
|
Is there a mod that does for energy weapons what The Armory and Mr. Radioactive's mod does for conventional weapons? I'm starting a new energy weapons focused run and I'd love more variety.
|
# ? Jan 22, 2014 05:20 |
|
Fair Bear Maiden posted:Project Reality was good but gave me some annoying performance issues. I also think the New Vegas version is kind of outdated, since he moved on to Fallout 3 and then Skyrim. If you want something along the lines of Nevada Skies, you should give a try to URWLNV from the OP, it's got a lot of swell-looking sky boxes and the lighting isn't half-bad either. This is a bit late, but Project Reality does have a pretty weird problem with performance. The weird part of it is that framerates in exteriors will drop and drop over time, but then you can instantly fix it by toggling the fx settings or whatever (heat shimmer, subtle dof, etc) in its MCM menu on then off again. (The other way around may work too - I dunno; I always have them off.) Something not right with the scripting there I think; it's almost like a memory leak.
|
# ? Jan 22, 2014 06:27 |
|
CroatianAlzheimers posted:Is there a mod that does for energy weapons what The Armory and Mr. Radioactive's mod does for conventional weapons? I'm starting a new energy weapons focused run and I'd love more variety. EVE is pretty dang fun for energy weapons.
|
# ? Jan 22, 2014 08:34 |
|
|
# ? May 27, 2024 08:16 |
|
I would absolutely kill for a New Vegas version of Dynamic Weather for Fallout 3. Best weather mod I've ever seen for these games. Throw Enhanced Shaders on top and I'd be in heaven. I've been dabbling with modding Syrim, so maybe when I get bored of that I'll try converting it to work with New Vegas, if that is even a possibility.
|
# ? Jan 22, 2014 17:51 |